akanwa opened this issue on Jul 25, 2006 ยท 6 posts
akanwa posted Tue, 25 July 2006 at 12:20 AM
Just wondered how one might go about creating a gauze or a see-through mesh using just the Material Room's nodes. Any ideas? I've played around with the Hellfire setting, not a bad start, but I don't know what direction to take it from there. I wound up with something that looked like bubblewrap dropped into orange Kool-Aid. LOL If there are any tutorials addressing this specifically, please put up the links, too.
EnglishBob posted Tue, 25 July 2006 at 4:03 AM
Attached Link: poser fishing net Textures materials or even character
Try the tile node as described in the linked thread - make the tiles black, and the mortar white.Phantast posted Tue, 25 July 2006 at 4:59 AM
I keep a gauze bitmap handy, which is a 200x200 gif of alternate white and black pixels. Comes in useful very often.
akanwa posted Wed, 26 July 2006 at 7:02 PM
Excellent. I can play around with both of those things to get what I need. Phantast, what node do you plug the bitmap into for best results?
Phantast posted Thu, 27 July 2006 at 5:18 AM
It depends. Normally I'll just use it as a transparency map, but sometimes I'll use it as the basis for a custom transparency map for the item in question - especially to make sure the seams round the edge of a garment are solid.
AntoniaTiger posted Thu, 27 July 2006 at 11:17 AM
Now, where did I see it? There are ways of making diagonal stripes in the Materials Room, starting from the U and V inputs. Step 1: math_function Add the u_value and the v_value. Step 2: put the result into a math_function Mod as Value_1. The Value_2 dial should be set to 1, and the Value_1 dial controls the number of lines. 2n line pairs (black and white) when the dial is set to n Step 3: Feed the result of that into a math_function Round, as Value_1. Dial for Value_1 is 1, for Value_2 set to 0. To get diagonals running the other way, replace Step 1 by a Subtract operation, followed by adding 1 to the result. So now you have two sets of nodes, giving diagonal stripes. How do you combine them? Combination step 1 (black mesh on white background): multiply the two sets of stripes together. Combination step 2 (white mesh on black): subtract the black-on-white from 1. Finally, you can adjust the relative width of the stripes by replacing the Round node in Step 3 with a Step node, and varying Value_2 to get the balance you want. Oh, and if you want to have solid hems and seams, do just them as a bitmap, white seams on black, and mix in with another multiply.